﻿Shader "Custom/TestShader2"
{
	Properties
	{
		_Diffuse("Diffuse", Color) = (1,1,1,1)
	}
		SubShader
		{
			Pass
			{
				Tags {"LightMode" = "ForwardBase"}
				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag

				#include "Lighting.cginc"

				fixed4 _Diffuse;
				struct a2v
				{
					float4 vertex : POSITION;
					float3 normal : NORMAL;
				};

				struct v2f
				{
					float4 pos : SV_POSITION;
					fixed3 color : COLOR;
				};
			
				v2f vert (a2v v)
				{
					v2f o;
					o.pos = UnityObjectToClipPos(v.vertex);
				
					fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
					fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
					fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
					fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
					o.color = diffuse + ambient;
					return o;
				}
			
				fixed4 frag (v2f i) : SV_Target
				{
					fixed4 col = fixed4(i.color, 1);
					return col; 
				}
				ENDCG
			}
		}
		Fallback "Diffuse"
}
